Join and choose a role
Invasion unlocks at Therapy Level 30. Open it through the Sleep Room terminal, alone or with your current group of two to four players. Choose one of three options:
- Reagent: complete the Trial while surviving human Imposters.
- Imposter: invade another group’s Trial and interfere with the Reagents.
- Quick Play: allows either role and alternates the teams between matches. Availability can affect which role you receive.
This is different from Global Invasion, which can place Imposters into other eligible programs. Do not assume every ordinary Trial has the dedicated mode’s exact exit rules.
Win space as a Reagent
Your objective is to finish the assignment and escape. Watch for the invasion alarm and message. Tools, throwables, cover and stealth create opportunities to move; they are not a reliable way to chain-stun a human opponent until they die.
A Stab can trigger a STRUGGLE. Follow the current on-screen inputs. Keeping a brick or bottle in your inventory no longer provides the old immediate stab counter. Since September 8, 2026, Evasive Maneuver can turn a Backstab into a STRUGGLE and makes that struggle easier.
Complete any required secondary objective shown by your Trial. Do not leave it unfinished because an earlier difficulty allowed it to be optional.
Hunt as an Imposter
Imposters use a dedicated loadout. Buy gadgets from Dorris with Vouchers and equip them through the Imposter Loadout menu.
| Gadget | Main purpose |
|---|---|
| Mimic | Conceal your approach as a Reagent |
| Neuroshock | Disrupt a Reagent and disable their Rig |
| Stim | Temporarily improve movement, stamina and resistance to projectiles |
| Steel Trap | Briefly immobilize a target |
| Motion Sensor | Detect movement near the device |
| Ex-Pop Bait | Draw an Ex-Pop to patrol an area |
Your deployment timer matters. Return to an Insertion Gate before it expires and use the camera phase to plan the next approach. Night-vision batteries can be restored through the insertion system; do not assume unlimited vision while hunting.
Standard deployment lengths scale with Imposter group size, but solo-Reagent scaling and the exit phase can change them. Use the displayed timer for your actual match.
The final objective changes the hunt
In dedicated Invasion, completing the final objective opens the Shuttle automatically. The exit phase removes the ordinary deployment timer and lets Imposters relocate through Insertion Gates. Finish the escape; do not stop at the last objective assuming the hunt is over.
For Global Invasion, follow that Trial’s own exit objective. The dedicated-mode rule should not overwrite a normal call-and-wait or timed-exit sequence.
Friends, rank and leaving
The Global Invasion setting offers Allow or Friends only for eligible programs. Invading friends through the Friend List is different from competing in ordinary ranked matchmaking: those friend invasions do not award Rank Points to either team.
Dedicated matchmaking uses your current group and considers player progression and rank, then broadens its criteria as queue time and population require. An invasion is not guaranteed immediately.
When an Imposter group leaves together through the leader’s pause-menu exit, rewards follow performance. Leaving an active group invasion alone does not award that group-exit reward. Solo departures have their own performance-based settlement. Do not confuse leaving safely, earning a grade and winning a ranked match.